DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
ISM5206 | Decision Analysis | Spring | 3 | 0 | 3 | 12 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Instructor ÖZLEM KANGA |
Course Lecturer(s): |
Assoc. Prof. SEROL BULKAN |
Recommended Optional Program Components: | N.A. |
Course Objectives: | The aim of the course is to introduce the graphical models used in decision analysis and to provide a set of systematic tools to help the decision maker in giving a decision. |
The students who have succeeded in this course; - Recognize the graphical models used in decision analysis. - Model a given uncertain situation with Bayes networks. - Compute exact and approximate inferences in Bayes networks. - Model a given uncertain decision problem with influence diagrams. - Make inferences in decision networks. - Compute value of information. |
Expected Utility, Causal and Bayesian networks, Exact inference in Bayesian networks, Approximate inference in Bayesian networks, Learning Bayesian networks, Influence and decision networks, Value of information |
Week | Subject | Related Preparation |
1) | Probability review | |
2) | Expected Utility | |
3) | Causal and Bayesian networks | |
4) | Building Bayesian models | |
5) | Exact inference in Bayesian networks | |
6) | Exact inference in Bayesian networks | |
7) | Approximate inference in Bayesian networks | |
8) | Approximate inference in Bayesian networks | |
9) | Midterm exam | |
10) | Learning Bayesian networks | |
11) | Influence and decision networks | |
12) | Influence and decision networks | |
13) | Value of information | |
14) | Project presentations |
Course Notes / Textbooks: | F.V. Jensen, 2001. Bayesian networks and decision graphs, New York : Springer |
References: | Robert T. Clemen, 1996. Making Hard Decisions: An Introduction to Decision Analysis, 2nd edition, Duxbury Press |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 4 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 2 | 28 |
Presentations / Seminar | 1 | 10 | 10 |
Project | 1 | 40 | 40 |
Homework Assignments | 4 | 10 | 40 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 195 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |